Research

Author Archives: Timo

“Computing power is an integrated part of our physical environment, and since our physical…”

“Computing power is an integrated part of our physical environment, and since our physical environment is three-dimensional, the virtual studio technology, with its unique potential for visualizing digital 3D objects and environments along with physical objects, offers an obvious path to pursue in order to envision future usage scenarios in the domain of pervasive computing. We label the work method virtual video prototyping, which grew out of a number of information systems design techniques along with approaches to visualization in the field of architecture and set design. We present a collection of virtual video prototyping cases and use them as the platform for a discussion, which pinpoint advantages and disadvantages of working with virtual video prototyping as a tool for communication, experimentation and reflection in the design process. Based on more than ten cases we have made the observations that virtual video prototypes 1) are a powerful medium of communication in development teams and for communication with industry partners and potential investors, 2) support both testing and generating ideas 3) are particular suited for addressing spatial issues and new ways of interacting. In addition practical use of virtual video prototypes has indicated the need to take into account some critical issues including a) production resources, b) hand-on experience, and c) the seductive power of virtual video prototypes.”

- Virtual video prototyping
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Computing power is an integrated part of our physical environment, and since our physical environment is three-dimensional, the virtual studio technology, with its unique potential for visualizing digital 3D objects and environments along with physical objects, offers an obvious path to pursue in order to envision future usage scenarios in the domain of pervasive computing. [...]
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“Poggenpohl asserts that design research is developed through a typology within academic and business…”

“Poggenpohl asserts that design research is developed through a typology within academic and business contexts, and follows different research theories and strategies. Such issues in design collaboration are explored in-depth, with essays on an inter-institutional academic project, cross-cultural learning experiences, and a multi-national healthcare project, demonstrating the importance of shared values, interdisciplinary negotiated process and clear communication for tomorrow’s designers.”

- Design integrations
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“The great icons of industrial and architectural design are cornerstones of our material culture….”

“The great icons of industrial and architectural design are cornerstones of our material culture. They are referred to again and again in education, research, and cultural debate, and as such they have become nodal points of human discourse. The knowledge embedded in such artefacts has often been referred to as “silent knowledge”. Drawing on the one hand on an analysis of the elements of the design process and, on the other, on a simple model for knowledge construction as such, taken from the world of scientific research, this article discusses the nature of such silent knowledge. It is argued that the structure of any new knowledge contribution is the same regardless of field, be it art, philosophy, or science, whereas the phenomena involved are different.”

- Solid knowledge: notes on the nature of knowledge embedded in designed artefacts - artifact
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“Digital Art and Culture 2009 is the 8th in an international series of conferences begun in 1998. DAC…”

“Digital Art and Culture 2009 is the 8th in an international series of conferences begun in 1998. DAC is recognized as an interdisciplinary event of high intellectual caliber. This iteration of DAC will dwell on the specificities of embodiment and cultural, social and physical location with respect to digital technologies and networked communications.”

- DAC’09: Digital Arts and Culture 2009 | UC Irvine
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“Delagrange, Susan. (2009). Wunderkammer, Cornell, and the Visual Canon of Arrangement. Kairos: A…”

“Delagrange, Susan. (2009). Wunderkammer, Cornell, and the Visual Canon of Arrangement. Kairos: A Journal of Rhetoric, Technology, and Pedagogy 13(2). Retrieved September 22, 2009, from”

- Kairos 13.2: Delagrange, Wunderkammer - Home
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VizThink – Neil Cohn



VizThink - Neil Cohn

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“Burry, M.C., “Homo Faber”, in Architectural Design: Design Through Making, Volume 75,…”

“Burry, M.C., “Homo Faber”, in Architectural Design: Design Through Making, Volume 75, Number 4 (July/August 2005), Wiley-Academy, Chichester, 2005, pp. 30 - 37”

- M Burry -  Recent Publications
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“VOLUME 5a May 2009 Part one of Volume 5 explores the connections between the moving framed image and…”

VOLUME 5a
May 2009
Part one of Volume 5 explores the connections between the moving framed image and geography, offering author-created videos and movie clips to supplement textual materials.

VOLUME 5b
May 2009
Part two of Volume 5 engages a range of media from televisual and cinematic spaces to altporn’s Suicide Girls to the use of place in transnational news..



- Aether: The Journal of Media Geography Upcoming Issues
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“The Danish Centre for Design Research helps establish and promote Danish design research,…”

“The Danish Centre for Design Research helps establish and promote Danish design research, disseminate knowledge, and build Danish and international networks among research institutions, enterprises and the general public.”

- Danish Centre for Design Research
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The architecture of science fiction has profoundly changed urban design. When building cities of the future, our best guides may be places like comic book megalopolises Mega-City-1 or Transmet. The City Is A Battlesuit For Surviving The Future – Future metro – io9
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GPS parody.
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BBC – Archive – Tomorrow’s World
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Nearness explores interacting without touching.
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Matt Webb “Scientific fiction” (Lift09 EN) on Vimeo “The relationship between science-fiction and design is rich and pretty straight-forward, as explained by UK designer Matt Webb. Starting from examples of believable “scientific fiction”, he describes how he implements this sort of thinking into a design process to create original prototypes.”
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